. (formerly).The Death Mark was a top-secret weapon prototype developed by the by the time of the with the. An orbital that could fire incredibly accurate energy strikes at marked targets, it was created as a means of ending the quickly and with minimal loss of life.However, the project was seized in by Lord, an of.
Angral, who was seeking revenge on the who had killed his son, had his apprentices take control of several of the Republic's projects in order to build his. The Knight, however, arrived on the planet and was able to destroy the Death Mark, killing Nefarid in the process. Contents DescriptionThe Death Mark consisted of an that was able to fire highly accurate beams of super-concentrated energy at a specific individual. This fatal beam was able to penetrate virtually any structure or shield, making escape impossible.
Death Mark NG. Moe has a featured article in OOPArts Monthly called 'Moe's H City Featured Article.' Personality Initial Concept. Her finalized design is not too different from her initial concept, as the creators always intended for her to be overly curious, active, and have a liking for daydreaming, the occult, and older, intelligent men. Spirit Hunter: Death Mark is a horror visual novel adventure game developed by Experience, and is the first entry in the Spirit Hunter series. It was originally.
However, the who destroyed the Death Mark was able to evade the weapon's attacks, as the enabled the Knight to leap out of the path of the orbital attack.The weapon targeted individuals through the use of a special targeting device, which marked targets with a microscopic tag. The targeting mechanism was only effective at extremely close range, which meant that an needed to get within at least twenty meters of an intended target in order to use it. The mark was virtually undetectable, and marked individuals could be tracked indefinitely.The Death Mark was intended for use in ending the, as the lives of hundreds of soldiers and civilians could be saved by targeting key enemy leaders.
Such a tactic would have lead to their elimination without the use of armies or bring about the risk of collateral damage. However, in the wrong hands, the Death Mark was equally capable of being used as a weapon of terror and rain down murder from the sky on selected targets—which is the exact use that it was put to by the. HistoryThe Death Mark project was begun by the during the with the.
The Republic decided to base the project on the of, which was in the middle of a brutal over which house would take the throne, because the weapon had the potential to end the war quickly and without massive loss of life by targeting enemy leaders.However, in, an unknown Jedi Knight killed, the son of the. This drove Angral to seize control of several Republic superweapon projects, including the, and the technology that his son had invented.
Angral intended to combine the technology of these weapons with his Oppressor, which he would then use against the of to gain revenge upon the Knight.Angral sent one of his apprentices, Lord, to Alderaan to take control of the Death Mark. Nefarid and his Imperial forces stormed the Death Mark facility in the in the, killing the lab's security forces. However, (the master of the same Knight who killed Tarnis) arrived and drove back the attackers, forcing Nefarid to summon the insectoid native as reinforcements.
The Imperial 'escaped' the facility and traveled to, where she met with the project's benefactor.However, the unknown Knight arrived and met with at the same time, causing Hark to lie and say that Din was dead. She had also marked the Count with the Death Mark's targeting device, allowing Nefarid to kill Alde in the middle of their conversation. The guards rushed in after hearing the commotion, and Guard Captain attempted to arrest Hark, the Knight, and the Knight's companion when he found the Count dead on the floor. Hark offered herself in the Knight's place, asking the captain to let the Jedi complete their mission, and was taken away by the guards.
However, she never made it to her cell—she killed the guards and began marking targets throughout the Palace.The Jedi, meanwhile, fought their way through the Killik-infested lab and discovered the Knight's master alive in a sealed room with, the only scientist that Din was able to save. After Din and his former defeated the massive, Parvux suggested shutting down three of the Death Mark's generators to disable the laser temporarily. But while the Knight was doing so, Nefarid contacted the Jedi and informed them that he had set up another power station beyond their reach.Conferring with Din, the Knight decided to pursue Aleyna Hark, who Parvux had revealed to be a spy, to a compound of. House Thul was an ally of the Empire, but their duke supported peace talks, and the peace process would fall apart if Thul was killed by a Republic superweapon. The Knight raced to the Thul compound and found Aleyna and the Duke, and after defeating the guards Hark ordered to attack the Jedi managed to convince Thul that Hark was acting against him. Hark destroyed the targeting device, however, and told the two that they had both been marked. After knocking out the spy, the Duke told the Knight where he had tracked Nefarid and fled the planet.The Jedi then stormed Nefarid's base in the, eliminating the Imperial troops within.
The Jedi was then shown a of Angral killing Orgus Din aboard the Sith's ship, as the Knight's master had sneaked aboard to eliminate Angral. Nefarid then attacked the Jedi, using the Death Mark as a weapon during their duel. However, the Knight and their companion managed to defeat the Sith, and used the Death Mark's targeting computer to destroy the computer itself, rendering the satellite useless. Some members of the project survived to join the.Behind the scenesThe Death Mark was created for, a released by on,. It serves as the main objective of the Jedi Knight class storyline on Alderaan, and it is destroyed at the culmination of the planet's quests. Appearances. (First appearance)Notes and references.
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You play as the male protagonist, bespectacled and bearded to typical shounen standards, and your job is to figure out why you’ve been branded with the eponymous death mark on your arm. This mark is usually the precursor to a violent death, so getting rid of it is in no uncertain terms your top priority. For the intrepid explorer, glowing indicators indicate particular areas of interest that you can investigate further, pick up, or change the state of by touching.
Your trusty flashlight will illuminate darkened areas, but beware a second or third pass of your cursor - spooky specters often appear where they weren’t before, just to keep you on your toes. You’ll nab tidbits of information and items that pertain to the entity haunting the location that you’re in, and you’ll get to use these as weapons in your arsenal when you face them down in a final boss battle at the end of each narrative chapter.
The chapters themselves are individual homages to the Japanese folklore horrors who inhabit the cursed location you’re visiting. You’ll catch glimpses of them here and there as you traipse around picking up clues, perhaps in the form of an errant flash of a limb or five, or an ominous spectral face. Confronting them in the above-mentioned boss battle situation takes the form of a timed decision-making game where you have to use the knowledge that you’ve garnered about the horror to essentially defeat it in a dialogue sequence. You have a gauge of energy that’s replenished through certain activities in the overworld, and a wrong answer knocks that gauge down, with an empty gauge meaning a Game Over. Luckily for those who have trouble thinking on the fly, Death Mark is actually pretty forgiving, which lessens the impact of these eldritch horrors a little despite the impeccable art that accompanies their portrayal. The art style of the game is flawlessly macabre, with an incredible eye for detail being paid to individual flower petals sprouting from the lithe bodies of victims, to smears of blood dotting an otherwise pristine landscape being the only clue that something truly tragic has occurred. The juxtaposition of truly horrible imagery with the fact that some of these killer entities are depicted as children is chillingly effective.
In fact, that profound sense of wrongness you get when confronted with a twisted visage in those timed dialogue sessions where you're unable to look away on pain of a Game Over serves the title extremely well. There's also something a little fetishistic about the way that victims who are women are depicted as well, occasionally unnecessary lack of clothing, which only adds to the off-kilter tone being developed over the course of the game.It's just a shame that once you've gotten over the few times you encounter a disembodied supernatural villain lurking around a dark corner, or seen the detailed sprawl of a victim in all their necrotic glory, there isn't all that much to actually be scared.
The boss battles in Death Mark are undoubtedly meant to be moments of high tension but on the off-chance that you've fallen for the many red herrings thrown at you during the investigation process and bungled how to exorcise the evil entity, it really isn't the be and all end all. Failing a battle merely kicks you back to just before you make the fatal mistake. In that way, there's no real threat to your progress, nor will you feel a constant threat to the protagonist after you survive a couple of brushes with in-game death. It's like micro-dosing on horror: a scream from a jump-scare here, a truly grotesque scene of the crime there, and a resolution that feels more like a come down than a climax.It feels like Aksys Games were more concerned with building the perfect aesthetic vehicle to tell a horror story, but filling it with the relevant weighty components was a little harder than it seemed. This may speak to the game's visual novel leanings; we're used to those being more sedate fare, and for the focus to be on expository information dumps and layers of lore, all of which Death Mark delivers with aplomb. Death Mark is a beautifully rendered visual novel that flirts with the idea of throwing you in harm's way before revealing that its bark is worse than its bite. It's not a mechanical flaw that lets the title down; exploring and interacting with the environment is intuitive, solving puzzles is mostly satisfying, and playing supernatural detective bingo is rewarding in its own right.
However, all the setup that the game goes through – from its layered storytelling, tortured aesthetic, and fleshed-out villains – results ultimately in pay-offs where these realized threats go out with a whimper rather than a bang. It's a beautiful ride to be on, but the crux of a narrative horror game being more about taking the scenic route than the screaming route is the fundamental issue that players will struggle with here.